matrix_decompose.hpp
Go to the documentation of this file.
#pragma once
// Dependencies
#include "../mat4x4.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../geometric.hpp"
#include "../gtc/quaternion.hpp"
#include "../gtc/matrix_transform.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_matrix_decompose is an experimetal extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_matrix_decompose extension included")
#endif
namespace glm
{
template <typename T, precision P>
GLM_FUNC_DECL bool decompose(
tmat4x4<T, P> const & modelMatrix,
tvec3<T, P> & scale, tquat<T, P> & orientation, tvec3<T, P> & translation, tvec3<T, P> & skew, tvec4<T, P> & perspective);
}//namespace glm
#include "matrix_decompose.inl"
glm::orientation
GLM_FUNC_DECL tmat4x4< T, P > orientation(tvec3< T, P > const &Normal, tvec3< T, P > const &Up)
Build a rotation matrix from a normal and a up vector.
glm::scale
GLM_FUNC_DECL tmat4x4< T, P > scale(tmat4x4< T, P > const &m, tvec3< T, P > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
glm
Definition: _noise.hpp:11
glm::perspective
GLM_FUNC_DECL tmat4x4< T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness.
glm::decompose
GLM_FUNC_DECL bool decompose(tmat4x4< T, P > const &modelMatrix, tvec3< T, P > &scale, tquat< T, P > &orientation, tvec3< T, P > &translation, tvec3< T, P > &skew, tvec4< T, P > &perspective)
Decomposes a model matrix to translations, rotation and scale components.